added phase 1 of gameplay and ui buttons
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@@ -10,6 +10,8 @@ var bullets: Array
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var player1_revolver: Node3D
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var player2_revolver: Node3D
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var is_player1_loaded: bool = false
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var is_player2_loaded: bool = false
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var bullet_stack: Node3D
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func _ready() -> void:
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@@ -52,19 +54,37 @@ func check_unloaded_bullets():
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else:
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return false
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func check_loaded_bullets(revolver: Node3D):
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if revolver.can_be_loaded():
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return true
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else:
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return false
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func end_player_turn():
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if check_unloaded_bullets():
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if !is_player2_loaded:
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set_state(GameState.PLAYER2_GUN_LOAD)
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end_turn()
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func end_enemy_turn():
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if is_player1_loaded == false:
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print("Player Turn")
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set_state(GameState.PLAYER1_GUN_LOAD)
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end_turn()
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func end_turn():
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if check_unloaded_bullets():
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if is_player1_loaded and is_player2_loaded:
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print("Phase 2")
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else:
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set_state(GameState.PLAYER2_UNLOAD)
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print("End of Phase 1")
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func end_enemy_turn():
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if check_unloaded_bullets():
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set_state(GameState.PLAYER1_GUN_LOAD)
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else:
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set_state(GameState.PLAYER1_UNLOAD)
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print("End of Phase 1")
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func get_enemy_revolver() -> Node3D:
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return player2_revolver
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func get_phase2_player_start():
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var randNumb = randi_range(0,1)
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if randNumb == 0:
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set_state(GameState.PLAYER1_UNLOAD)
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else:
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set_state(GameState.PLAYER2_UNLOAD)
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